JUNK tech: flatland - draw line of sight
  credit to Cornbread for line of sight algorithm
  a preview of future line of site content
  try it out in console:  tech.giveTech("flatland")

new images
bug fixes
This commit is contained in:
landgreen
2023-05-13 07:31:07 -07:00
parent 4f87444541
commit e418b933a6
18 changed files with 2298 additions and 1880 deletions

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@@ -6751,7 +6751,7 @@ const b = {
},
{
name: "wave", //3
description: "emit a <strong>wave packet</strong> of oscillating particles<br>that propagates through <strong>solids</strong>",
description: "emit <strong>wave packets</strong> that propagate through <strong>solids</strong><br>waves <strong class='color-s'>slow</strong> mobs", // of oscillating particles<br>
ammo: 0,
ammoPack: 115,
defaultAmmoPack: 115,

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@@ -388,6 +388,213 @@ const simulation = {
}
requestAnimationFrame(loop)
},
sight: { //credit to Cornbread for adding this algorithm to n-gon
intersectMap: [], //this is precalculated in simulation.draw.setPaths() when the map changes
getIntersection(v1, v1End, domain) {
const intersections = simulation.sight.getIntersections(v1, v1End, domain);
var best = { x: v1End.x, y: v1End.y, dist: Math.sqrt((v1End.x - v1.x) ** 2 + (v1End.y - v1.y) ** 2) }
for (const intersection of intersections) {
const dist = Math.sqrt((intersection.x - v1.x) ** 2 + (intersection.y - v1.y) ** 2);
if (dist < best.dist) best = { x: intersection.x, y: intersection.y, dist: dist }
}
return best;
},
getIntersections(v1, v1End, domain) {
const intersections = [];
for (const obj of domain) {
for (var i = 0; i < obj.vertices.length - 1; i++) {
results = simulation.checkLineIntersection(v1, v1End, obj.vertices[i], obj.vertices[i + 1]);
if (results.onLine1 && results.onLine2) intersections.push({ x: results.x, y: results.y });
}
results = simulation.checkLineIntersection(v1, v1End, obj.vertices[obj.vertices.length - 1], obj.vertices[0]);
if (results.onLine1 && results.onLine2) intersections.push({ x: results.x, y: results.y });
}
return intersections;
},
circleLoS(pos, radius) {
function allCircleLineCollisions(c, radius, domain) {
var lines = [];
for (const obj of domain) {
for (var i = 0; i < obj.vertices.length - 1; i++) lines.push(circleLineCollisions(obj.vertices[i], obj.vertices[i + 1], c, radius));
lines.push(circleLineCollisions(obj.vertices[obj.vertices.length - 1], obj.vertices[0], c, radius));
}
const collisionLines = [];
for (const line of lines) {
if (line.length == 2) {
// const distance1 = Math.sqrt((line[0].x - c.x) ** 2 + (line[0].y - c.y) ** 2)
// const angle1 = Math.atan2(line[0].y - c.y, line[0].x - c.x);
// const queryPoint1 = {
// x: Math.cos(angle1) * (distance1 - 1) + c.x,
// y: Math.sin(angle1) * (distance1 - 1) + c.y
// }
// const distance2 = Math.sqrt((line[1].x - c.x) ** 2 + (line[1].y - c.y) ** 2)
// const angle2 = Math.atan2(line[1].y - c.y, line[1].x - c.x);
// const queryPoint2 = {
// x: Math.cos(angle2) * (distance2 - 1) + c.x,
// y: Math.sin(angle2) * (distance2 - 1) + c.y
// }
collisionLines.push(line)
}
}
return collisionLines;
}
function circleLineCollisions(a, b, c, radius) {
// calculate distances
const angleOffset = Math.atan2(b.y - a.y, b.x - a.x);
const sideB = Math.sqrt((a.x - c.x) ** 2 + (a.y - c.y) ** 2);
const sideC = Math.sqrt((b.x - a.x) ** 2 + (b.y - a.y) ** 2);
const sideA = Math.sqrt((c.x - b.x) ** 2 + (c.y - b.y) ** 2);
// calculate the closest point on line AB to point C
const angleA = Math.acos((sideB ** 2 + sideC ** 2 - sideA ** 2) / (2 * sideB * sideC)) * (a.x - c.x) / -Math.abs(a.x - c.x)
const sideAD = Math.cos(angleA) * sideB;
const d = { // closest point
x: Math.cos(angleOffset) * sideAD + a.x,
y: Math.sin(angleOffset) * sideAD + a.y
}
const distance = Math.sqrt((d.x - c.x) ** 2 + (d.y - c.y) ** 2);
if (distance == radius) {
// tangent
return [d];
} else if (distance < radius) {
// secant
const angleOffset = Math.atan2(d.y - c.y, d.x - c.x);
const innerAngle = Math.acos(distance / radius);
const intersection1 = {
x: Math.cos(angleOffset + innerAngle) * radius + c.x,
y: Math.sin(angleOffset + innerAngle) * radius + c.y
}
const intersection2 = {
x: Math.cos(angleOffset - innerAngle) * radius + c.x,
y: Math.sin(angleOffset - innerAngle) * radius + c.y
}
const distance1 = {
a: Math.sqrt((intersection1.x - a.x) ** 2 + (intersection1.y - a.y) ** 2),
b: Math.sqrt((intersection1.x - b.x) ** 2 + (intersection1.y - b.y) ** 2)
}
const distance2 = {
a: Math.sqrt((intersection2.x - a.x) ** 2 + (intersection2.y - a.y) ** 2),
b: Math.sqrt((intersection2.x - b.x) ** 2 + (intersection2.y - b.y) ** 2)
}
const result = [];
if (Math.abs(sideC - (distance1.a + distance1.b)) < 0.01) {
result.push(intersection1);
} else {
if (distance1.a < distance1.b) {
if (sideB <= radius) result.push(a);
} else {
if (sideA <= radius) result.push(b)
}
}
if (Math.abs(sideC - (distance2.a + distance2.b)) < 0.01) {
result.push(intersection2);
} else {
if (distance2.a <= distance2.b) {
if (sideB <= radius) result.push(a);
} else {
if (sideA <= radius) result.push(b)
}
}
return result;
} else {
// no intersection
return [];
}
}
var vertices = [];
for (const obj of simulation.sight.intersectMap) {
for (var i = 0; i < obj.vertices.length; i++) {
const vertex = obj.vertices[i];
const angleToVertex = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
const distanceToVertex = Math.sqrt((vertex.x - pos.x) ** 2 + (vertex.y - pos.y) ** 2);
const queryPoint = { x: Math.cos(angleToVertex) * (distanceToVertex - 1) + pos.x, y: Math.sin(angleToVertex) * (distanceToVertex - 1) + pos.y }
if (Matter.Query.ray(map, pos, queryPoint).length == 0) {
var distance = Math.sqrt((vertex.x - pos.x) ** 2 + (vertex.y - pos.y) ** 2);
var endPoint = { x: vertex.x, y: vertex.y }
if (distance > radius) {
const angle = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
endPoint = { x: Math.cos(angle) * radius + pos.x, y: Math.sin(angle) * radius + pos.y }
distance = radius
}
var best = simulation.sight.getIntersection(pos, endPoint, map);
if (best.dist >= distance) best = { x: endPoint.x, y: endPoint.y, dist: distance }
vertices.push(best)
var angle = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
endPoint = { x: Math.cos(angle + 0.001) * radius + pos.x, y: Math.sin(angle + 0.001) * radius + pos.y }
best = simulation.sight.getIntersection(pos, endPoint, map);
if (best.dist >= radius) best = { x: endPoint.x, y: endPoint.y, dist: radius }
vertices.push(best)
angle = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
endPoint = { x: Math.cos(angle - 0.001) * radius + pos.x, y: Math.sin(angle - 0.001) * radius + pos.y }
best = simulation.sight.getIntersection(pos, endPoint, map);
if (best.dist >= radius) best = { x: endPoint.x, y: endPoint.y, dist: radius }
vertices.push(best)
}
}
}
const outerCollisions = allCircleLineCollisions(pos, radius, map);
const circleCollisions = [];
for (const line of outerCollisions) {
for (const vertex of line) {
const distance = Math.sqrt((vertex.x - pos.x) ** 2 + (vertex.y - pos.y) ** 2)
const angle = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
const queryPoint = {
x: Math.cos(angle) * (distance - 1) + pos.x,
y: Math.sin(angle) * (distance - 1) + pos.y
}
if (Math.abs(distance - radius) < 1 && Matter.Query.ray(map, pos, queryPoint).length == 0) circleCollisions.push(vertex)
}
}
for (var i = 0; i < circleCollisions.length; i++) {
const vertex = circleCollisions[i];
var nextIndex = i + 1;
if (nextIndex == circleCollisions.length) nextIndex = 0;
const nextVertex = circleCollisions[nextIndex];
const angle1 = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
const angle2 = Math.atan2(nextVertex.y - pos.y, nextVertex.x - pos.x);
var newAngle;
if (Math.abs(angle1) > Math.PI / 2 && Math.abs(angle2) > Math.PI / 2 && angle1 / Math.abs(angle1) != angle2 / Math.abs(angle2)) {
// if the arc between the to points crosses over the left side (+/- pi radians)
const newAngle1 = (Math.PI - Math.abs(angle1)) * (angle1 / Math.abs(angle1));
const newAngle2 = (Math.PI - Math.abs(angle2)) * (angle2 / Math.abs(angle2));
newAngle = (newAngle1 + newAngle2) / 2;
var multiplier;
if (newAngle == 0) {
multiplier = 1;
} else {
multiplier = newAngle / Math.abs(newAngle);
}
newAngle = Math.PI * multiplier - newAngle * multiplier;
test = true;
} else {
newAngle = (angle1 + angle2) / 2;
}
// shoot ray between them
var endPoint = { x: Math.cos(newAngle) * radius + pos.x, y: Math.sin(newAngle) * radius + pos.y }
var best = simulation.sight.getIntersection(pos, endPoint, map);
vertices.push(vertex);
if (best.dist <= radius) vertices.push({ x: best.x, y: best.y })
}
vertices.sort((a, b) => Math.atan2(a.y - pos.y, a.x - pos.x) - Math.atan2(b.y - pos.y, b.x - pos.x));
return vertices;
},
},
boldActiveGunHUD() {
if (b.inventory.length > 0) {
for (let i = 0, len = b.inventory.length; i < len; ++i) {
@@ -398,23 +605,9 @@ const simulation = {
}
}
}
// if (b.inventory.length > 0) {
// for (let i = 0, len = b.inventory.length; i < len; ++i) document.getElementById(b.inventory[i]).style.opacity = "0.3";
// // document.getElementById(b.activeGun).style.fontSize = "30px";
// if (document.getElementById(b.activeGun)) document.getElementById(b.activeGun).style.opacity = "1";
// }
},
updateGunHUD() {
// for (let i = 0, len = b.inventory.length; i < len; ++i) {
// if (flashIndex === i) {
// document.getElementById(b.inventory[i]).innerHTML = b.guns[b.inventory[i]].name + " - " + b.guns[b.inventory[i]].ammo;
// } else {
// document.getElementById(b.inventory[i]).innerHTML = b.guns[b.inventory[i]].name + " - " + b.guns[b.inventory[i]].ammo;
// }
// }
for (let i = 0, len = b.inventory.length; i < len; ++i) {
// document.getElementById(b.inventory[i]).innerHTML = b.guns[b.inventory[i]].name + " - " + b.guns[b.inventory[i]].ammo;
document.getElementById(b.inventory[i]).innerHTML = `${b.guns[b.inventory[i]].name} - ${b.guns[b.inventory[i]].ammo}`
}
},
@@ -1395,6 +1588,38 @@ const simulation = {
}
simulation.draw.mapPath.lineTo(vertices[0].x, vertices[0].y);
}
//store data for line of sight precalculation
simulation.sight.intersectMap = [];
for (var i = 0; i < map.length; i++) {
const obj = map[i];
const newVertices = [];
const restOfMap = [...map].slice(0, i).concat([...map].slice(i + 1))
for (var j = 0; j < obj.vertices.length - 1; j++) {
var intersections = simulation.sight.getIntersections(obj.vertices[j], obj.vertices[j + 1], restOfMap);
newVertices.push(obj.vertices[j]);
for (const vertex of intersections) newVertices.push({ x: vertex.x, y: vertex.y });
}
intersections = simulation.sight.getIntersections(obj.vertices[obj.vertices.length - 1], obj.vertices[0], restOfMap);
newVertices.push(obj.vertices[obj.vertices.length - 1]);
for (const vertex of intersections) newVertices.push({ x: vertex.x, y: vertex.y });
//draw the vertices as black circles for debugging
// for (const vertex of newVertices) {
// ctx.beginPath();
// ctx.moveTo(vertex.x, vertex.y);
// ctx.arc(vertex.x, vertex.y, 10, 0, 2 * Math.PI);
// ctx.fillStyle = '#000';
// ctx.fill()
// }
simulation.sight.intersectMap.push({ vertices: newVertices });
}
},
drawMapPath() {
ctx.fillStyle = color.map;

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@@ -523,7 +523,7 @@ const tech = {
{
name: "causality bombs",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Causality' class="link">causality bombs</a>`,
description: "when you <strong class='color-rewind'>rewind</strong> drop several <strong>grenades</strong><br>become <strong>invulnerable</strong> until they <strong class='color-e'>explode</strong>",
description: "when you <strong class='color-rewind'>rewind</strong> drop several <strong>grenades</strong>", //<br>become <strong>invulnerable</strong> until they <strong class='color-e'>explode</strong>
maxCount: 1,
count: 0,
frequency: 2,
@@ -7257,9 +7257,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldMode === 4 && tech.deflectEnergy === 0) || (m.fieldMode === 1 && tech.harmonics === 2)
return m.fieldMode === 1 && tech.harmonics === 2
},
requires: "molecular assembler, standing wave, not electric generator",
requires: "standing wave",
effect() {
tech.isLaserField = true
},
@@ -7836,9 +7836,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldMode === 4 && !tech.isLaserField
return m.fieldMode === 4
},
requires: "molecular assembler, not surface plasmon",
requires: "molecular assembler",
effect() {
tech.deflectEnergy += 0.5;
},
@@ -8360,7 +8360,7 @@ const tech = {
},
{
name: "vacuum fluctuation",
description: `use ${powerUps.orb.research(3)}to exploit your <strong class='color-f'>field</strong> for a<br><strong>+11%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>`,
description: `use ${powerUps.orb.research(3)}<br><strong>+11%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>`,
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -10081,6 +10081,66 @@ const tech = {
},
remove() { }
},
{
name: "flatland",
description: "map blocks line of sight",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
simulation.ephemera.push({
name: "LoS", count: 0, do() {
const pos = m.pos
const radius = 5000
if (!simulation.isTimeSkipping) {
const vertices = simulation.sight.circleLoS(pos, radius);
if (vertices.length) {
ctx.beginPath();
ctx.moveTo(vertices[0].x, vertices[0].y);
for (var i = 1; i < vertices.length; i++) {
var currentDistance = Math.sqrt((vertices[i - 1].x - pos.x) ** 2 + (vertices[i - 1].y - pos.y) ** 2);
var newDistance = Math.sqrt((vertices[i].x - pos.x) ** 2 + (vertices[i].y - pos.y) ** 2);
if (Math.abs(currentDistance - radius) < 1 && Math.abs(newDistance - radius) < 1) {
const currentAngle = Math.atan2(vertices[i - 1].y - pos.y, vertices[i - 1].x - pos.x);
const newAngle = Math.atan2(vertices[i].y - pos.y, vertices[i].x - pos.x);
ctx.arc(pos.x, pos.y, radius, currentAngle, newAngle);
} else {
ctx.lineTo(vertices[i].x, vertices[i].y)
}
}
newDistance = Math.sqrt((vertices[0].x - pos.x) ** 2 + (vertices[0].y - pos.y) ** 2);
currentDistance = Math.sqrt((vertices[vertices.length - 1].x - pos.x) ** 2 + (vertices[vertices.length - 1].y - pos.y) ** 2);
if (Math.abs(currentDistance - radius) < 1 && Math.abs(newDistance - radius) < 1) {
const currentAngle = Math.atan2(vertices[vertices.length - 1].y - pos.y, vertices[vertices.length - 1].x - pos.x);
const newAngle = Math.atan2(vertices[0].y - pos.y, vertices[0].x - pos.x);
ctx.arc(pos.x, pos.y, radius, currentAngle, newAngle);
} else {
ctx.lineTo(vertices[0].x, vertices[0].y)
}
//stroke the map, so it looks different form the line of sight
ctx.strokeStyle = "#234";
ctx.lineWidth = 9;
ctx.stroke(simulation.draw.mapPath);
ctx.globalCompositeOperation = "destination-in";
ctx.fillStyle = "#000";
ctx.fill();
ctx.globalCompositeOperation = "source-over";
// also see the map
// ctx.fill(simulation.draw.mapPath);
// ctx.fillStyle = "#000";
ctx.clip();
}
}
},
})
},
remove() { }
},
{
name: "umbra",
description: "produce a blue glow around everything<br>and probably some simulation lag",

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@@ -1,21 +1,48 @@
******************************************************** NEXT PATCH **************************************************
factory: rewrote the end
JUNK tech: flatland - draw line of sight
credit to Cornbread for line of sight algorithm
a preview of future line of site content
try it out in console: tech.giveTech("flatland")
clock gating was removed because it's annoying
liquid cooling -> refrigerant - freezes mobs after losing at least 5% health
mass-energy gets more effect from defense (0.13 -> 0.19)
ternary 84 -> 77% damage
dark patterns 15 -> 17% damage and JUNK
Maxwell's demon 3% -> 1% energy loss above max
exciton 16 -> 14% chance to drop
10% increase in overall mob health
new images
bug fixes
*********************************************************** TODO *****************************************************
LoS
LoS clipping
performance
calculate things that don't change when the map ctx is done
like the intersections?
rewrite code for infinite range
how to use this?
JUNK tech?
custom level?
give it a dark back ground for contrast?
game setting?
boss that you need to avoid, probably requires a custom level
boss is a source of light
level that is dark, and you can only see LoS
LoS with limited radius
explosion graphic
mobs area of effect damage
maybe make a shared mob AoE damage function
standing wave graphic
Also another thing I made that could fit in-game: https://kgurchiek.github.io/universal-n-gon-loader/
by default it just plays a random version of n-gon downloaded from past github commits
maybe the "snapshots" could work like this rather than downloading 8 versions of the game?
also you can play any version with https://kgurchiek.github.io/universal-n-gon-loader/?commitIndex=NUM
where setting "NUM" to 0 is the very first commit
here's the code if you want to check it out: https://github.com/kgurchiek/universal-n-gon-loader/blob/main/script.js
level - funicular
The system is characterized by two counterbalanced carriages (also called cars or trains) permanently attached to opposite ends of a haulage cable, which is looped over a pulley at the upper end of the track.[2][3] The result of such a configuration is that the two carriages move synchronously: as one ascends, the other descends at an equal speed.
missile bot and plasma bot don't get converted by bot upgrade tech?
is this more confusing because it contradicts text?
use ephemera to replace things
JUNK?
request animation stuff